Poor Euan, just wanted information on the current meta and instead he got a pissing match.
Hehe, it's coh2.org, what else can we expect but thanks a lot for the summary, very useful and interesting!
sluzbenik's point about OKW is also interesting and makes sense, will keep that in mind.
Cheers guys! |
Aerafield, thanks a lot for the great summary man, appreciate it!
It's a shame that planes got a "buff" but I guess the objective was to make them less random, but it had unintended consequences. Aside from that I think the patch is great, so many well thought out changes. Ost got some teeth, things like infiltration commandos are way more skill based, things seem more evened out in general. Think I'll enjoy a few more games now |
Hey, I'm just getting back into the game a little after I saw there was a patch in December. So far I feel that the changes are really great, they really smooth off a lot of the jagged edges or improve useless units/commanders that we had before, and make things a little more skill-based. So thanks a lot to the patch guys!
I wonder if anyone would be kind enough to point out any meta stuff for me, that is, any big effects not obvious from the patch notes? Or have all options really become viable, as intended (heh)? I noticed for example that the UK Arty commander may actually have a use now with the airburst shells, even if the "flares" ability bugged out for me when I tried it.
Cheers |
Target-tables do exist which generally plays into armour types, but they shouldn't be the go-to or you have a ton of things that need to be memorized regarding how unit X performs against unit Y. It also could lead into the actual unit not being fixed to perform its function, but band-aided solely against that one unit.
Agree, the less memorization the better - even at high skill levels, there are enough tactical and strategic factors that decide a victory without needing to waste your life remembering 20 different stats for 200 different units.
If we want to add diversity amongst troops, we could start by having some infantry units possibly move faster. In CoH games, everyone walks at the same speed, whereas it'd be interesting to see recon or light infantry move faster to allow them to skirmish. That adds an unique layer to a unit's survivability which can be adjusted/compensated through either the unit's firepower, squad-size, and/or target size.
This is a great idea, and as others have said 2~3 simple infantry classes would be cool, e.g. something like:
- standard
- light (fast, low HP)
- heavy (slow, high HP)
- elite (high HP, accurate)
where each benefit is not ridiculous (e.g. max 20% speed difference, 30% HP difference).
As for weapons, I'm all for global upgrades in general but I really like the weapon racks system, where squads can be outfitted with weapons of your choosing. This adds another layer of tactical decision making, and is way better than 50 BARs magically appearing on all of your infantry units in the middle of a firefight. If anything it could be expanded so infantry can pick up any combination of MP40 / MP44 / MG42 (or Thompson / BAR / 30cal), riflenade / flamethrower, etc. and it's up to the player to decide their infantry types, squad tactics, and cost / benefit ratio which together give a whole bunch of interesting options.
The most important thing is that as each weapon should have a standard profile (even if e.g. overall accuracy could be higher on elite units or whatever). As long as we don't start tuning every single DPS curve and having 10 different versions of each weapon tuned to each unit, and as long as the weapon icon system is made a little clearer, then people will have a chance to observe and adapt to their opponents tactics.
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care to open a "ostheer too weak" thread?
Haha, I'm with you there. Didn't think that needed a thread
Though I'd say rather that OKW / UKF / USF are a little too strong in some aspects, but things have definitely moved a lot in the right direction already to equalise things... |
So thanks to everyone for staying on topic and providing a lot of useful feedback while I was asleep (except the one or two usual shitposters)
So just wondering. Where's the issue here?
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Good question, of course I was not saying that Volks themselves are OP units. I meant to say that their versatility and spammability give OKW a very strong early game in combination with the other OKW units (as soon as the first SWS truck hits the ground). Fuzeless flame nades, sandbags, StGs, and fausts are just too much at the 5-minute mark when SPios/Kubels are also around, and Allies also have to worry about a Luchs. Strummingbird put it very well in this regard.
Of course part of it is a L2P issue for me, I was just wondering about it because I was playing USF all day yesterday, and at my current rank I can beat Wehr 80% of the time, but lose to OKW 80% of the time. I played as OKW today and RedWings kicked my arse as USF, so I'm sure there will be some L2Ping from that replay (well, mostly he just had way better micro, but the aggressive ambulance push was nice!).
However I just felt that depending on the map, the Allies (especially USF) in reality do not have an early-game advantage anymore, which if true, is obviously not good for balance. I do not want to take away anything from OKW late-game, I don't want to take away their flame nade, or their strong vet. IMHO I think a couple of small changes or tweaks to the Volks' abilities would be fine.
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250mp is not cheap. 280mp is way to expensive for them. upgraded volks lose 1v1 to upgraded riflemen, upgraded volks lose to upgraded IS, they lose to penals early and mid game but vet5 volk > penals in the late game.
Hopefully when cons get ther buffs they too can start beating them (in some situations). Both OKW and USF have potent mainline inf when comparing them to the EFA since they both have weaker support weapons.
If you nerf volks, you need to buff their support weapons but then they just become an ostheer 2.0.
I totally agree that there is a balance required, and that OKW should actually have more powerful or versatile infantry than average, as per their design. However they should not have more powerful infantry and way more infantry at the same time
- Cons 240
- Grens 240
- Volks 250
- Rifles 280
- Tommies 280
I have to admit I think 250mp is cheap for Volks, considering the complete lack of sidetech costs (aside from the truck, but that's not an optional upgrade, it's not like you can go without one).
Also while you compared upgraded Rifles/IS to upgraded Volks, I'm not sure that's fair because as I said upgraded Volks are often facing unupgraded Rifles or IS, and by the time Rifles and IS get their upgrades OKW also has Obers / Jagers / PFusils. In early game USF v OKW the discrepancy is just ridiculous, you're facing off a RE + 3 vanilla Rifles against a SturmPio and 3~4 Volks with flame grenades and at least one StG upgrade, and Cons vs. Volks isn't even worth mentioning.
Please tell me if there's something wrong with my interpretation but to me, although USF and Sov are supposed to have an early game advantage, it seems to me that OKW has both the best early game and the best late game at the moment (even if their mid-game is not as good). |
First off, this is not a rant thread, I would really like to hear a discussion on this unit from high level players (my OKW rank is fairly low, so feel free to take that into consideration when telling me why I'm wrong!).
At the moment, it seems Volks are just in control of this game, either when I use them or when they are against me. They are cheap and spammable, as is their flame nade, which can shift pretty much any engagement in their favour - it basically denies cover and garrison use to the other team. Their StG upgrade is cheap and effective, and the on-the-field timing means that upgraded Volks often face unupgraded enemies, and can easily push more expensive units off the field in many situations (Rifles, Tommies, and sometimes even Penals, depending on the map). Their faust does not require either vet or side-teching, and so once a few Volks are on the field, OKW has fausts everywhere.
I do admit that Volks are not the best infantry in the game and there are other problems in other factions (USF also blob, emplacements, etc. etc.). However I am surprised nobody is talking about them. At my automatch level OKW win pretty easily by spamming Volks supported with some other units, and lose pretty easily with most other strategies. Playing against them, even if you wipe say 2 squads early, due to the OKW resource situation they will just be rebuilt and come right back, supported by even more SPios, PFusils, or Jagers. That's why I think Volks may be the key to why OKW seems a bit OP in this patch, and I would like to hear some opinions on them! (Just to be clear, I'm talking mostly about 1v1 and I'm not asking how to counter a blob.)
TL,DR: when the OKW early game somehow has more and better infantry than other factions (even USF), and later can support them with their powerful support units, I feel that OKW has been left in a strange place due to the previous sequence of patches.
Possible changes I can think of:
- Cost increase to 280mp (straight nerf but IMO this is the correct price for Volks)
- Replace 2 x StG with 5 x mp40 (so that they don't get a no-brainer all-range upgrade)
- Give the flame nade a long fuse (this is what the balance team did in their mod)
- Add a tech or vet cost for their abilities (c.f. cons / rifles)
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I like this idea, it's mostly very well thought out, and though I don't feel qualified to judge the whole thing I do have some input.
As was said earlier in the thread, there is a certain logic to the design of the US tiers currently in-game, but I don't feel that logic is working well at the moment. LT seems hardcountered by OKW, and I don't really enjoy having to call in an Airborne AT gun every time I play it. I know there are some changes planned by the balance guys that will change that, but I like your proposal in the sense that it can actually make the USF a combined arms faction, rather than a YOLO rifles + more free squads + one or two extras kinda thing.
So, I like the way you split it up, but I think there is too much in the "partially-unlocked" LT tier - even if we are spreading out the tiers USF shouldn't get everything at once, because with rifles they will be too strong. The AT gun could stay with the Captain, since now there will be a possibility to go "half LT" -> Captain, and RE flamers or whatever should be moved into the full LT tier.
Pathfinders and Combat Engineers, I agree, would love to see those small changes which I think would be perfect for making them a viable alternative opening.
For OKW, most of it sounds good but non-doctrinal flamer sounds like a bit much, even if the starter unit is a Volks. The incendiary grenade is already very effective at clearing garrisons. I'm all for Opel Blitz, but it will be very hard and take a lot of extra work to balance (of course that's true for the proposal in general...). |
Tommies, they are a unique and fun infantry to play (kinda like Osttruppen).
wtf? osttruppen have no armor and bad accuracy.
IS have great survivabilty and great accurracy...equiped with double light vickers...they shredd all in secounds...ostruppen are only a meatshild for sniper, grens etc
Forgive the lack of clarity. I meant to say that both Tommies and Osttruppen feel unique and fun to play, to me at least, which is nothing to do with their strength.
Yeah, piats got price increase and buff at the same time, easier to hit tanks with it. So it's a cost effective alternative to snare. And you can equip it to any infantry you like.
Well, the lack of snare still limits a lot your ability to actually kill vehicles, rather than just scare them off, but yeah I see your point.
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